use crate::artifacts::{Artifact, ArtifactSetName};
use crate::artifacts::effect_config::{ArtifactEffectConfig, ArtifactEffectConfigBuilder, ConfigLevel, ConfigRate};
use crate::attribute::SimpleAttributeGraph2;
use crate::character::{Character, CharacterName};
use crate::character::character_common_data::CharacterCommonData;
use crate::character::characters::{AratakiItto};
use crate::character::prelude::CharacterTrait;
use crate::character::skill_config::CharacterSkillConfig;
use crate::common::item_config_type::ItemConfig;
use crate::common::StatName;
use crate::damage::{DamageContext, SimpleDamageBuilder};
use crate::enemies::Enemy;
use crate::target_functions::target_function_meta::{TargetFunctionFor, TargetFunctionMeta, TargetFunctionMetaImage};
use crate::target_functions::target_function_opt_config::TargetFunctionOptConfig;
use crate::target_functions::{TargetFunction, TargetFunctionConfig, TargetFunctionName};
use crate::target_functions::target_function::TargetFunctionMetaTrait;
use crate::team::TeamQuantization;
use crate::weapon::Weapon;
use crate::weapon::weapon_common_data::WeaponCommonData;

pub struct AratakiIttoDefaultTargetFunction;

impl TargetFunctionMetaTrait for AratakiIttoDefaultTargetFunction {
    #[cfg(not(target_family = "wasm"))]
    const META_DATA: TargetFunctionMeta = TargetFunctionMeta {
        name: TargetFunctionName::AratakiIttoDefault,
        name_locale: crate::common::i18n::locale!(
            zh_cn: "荒泷一斗-最恶鬼王！",
            en: "Itto-The Evil"
        ),
        description: crate::common::i18n::locale!(
            zh_cn: "荒泷一斗输出",
            en: "DPS Itto"
        ),
        tags: "输出",
        four: TargetFunctionFor::SomeWho(CharacterName::AratakiItto),
        image: TargetFunctionMetaImage::Avatar
    };

    fn create(_character: &CharacterCommonData, _weapon: &WeaponCommonData, _config: &TargetFunctionConfig) -> Box<dyn TargetFunction> {
        Box::new(AratakiIttoDefaultTargetFunction)
    }
}

impl TargetFunction for AratakiIttoDefaultTargetFunction {
    fn get_target_function_opt_config(&self) -> TargetFunctionOptConfig {
        // TargetFunctionOptConfig {
        //     atk_fixed: 0.0,
        //     atk_percentage: 0.5,
        //     hp_fixed: 0.0,
        //     hp_percentage: 0.0,
        //     def_fixed: 0.1,
        //     def_percentage: 1.0,
        //     recharge: 0.2,
        //     elemental_mastery: 0.0,
        //     critical: 1.0,
        //     critical_damage: 1.0,
        //     healing_bonus: 0.0,
        //     bonus_electro: 0.0,
        //     bonus_pyro: 0.0,
        //     bonus_hydro: 0.0,
        //     bonus_anemo: 0.0,
        //     bonus_cryo: 0.0,
        //     bonus_geo: 2.0,
        //     bonus_dendro: 0.0,
        //     bonus_physical: 0.0,
        //     sand_main_stats: vec![
        //         StatName::ATKPercentage,
        //         StatName::DEFPercentage,
        //     ],
        //     goblet_main_stats: vec![
        //         StatName::GeoBonus,
        //         StatName::ATKPercentage,
        //         StatName::DEFPercentage,
        //     ],
        //     head_main_stats: vec![
        //         StatName::CriticalRate,
        //         StatName::CriticalDamage,
        //         StatName::DEFPercentage,
        //         StatName::ATKPercentage,
        //     ],
        //     set_names: Some(vec![
        //         ArtifactSetName::HuskOfOpulentDreams,
        //         ArtifactSetName::ArchaicPetra,
        //         ArtifactSetName::RetracingBolide
        //     ]),
        //     very_critical_set_names: None,
        //     normal_threshold: TargetFunctionOptConfig::DEFAULT_NORMAL_THRESHOLD,
        //     critical_threshold: TargetFunctionOptConfig::DEFAULT_CRITICAL_THRESHOLD,
        //     very_critical_threshold: TargetFunctionOptConfig::DEFAULT_VERY_CRITICAL_THRESHOLD
        // }
        unimplemented!()
    }

    fn get_default_artifact_config(&self, _team_config: &TeamQuantization) -> ArtifactEffectConfig {
        ArtifactEffectConfigBuilder::new()
            .husk_of_opulent_dreams(4.0)
            .retracing_bolide(0.9)
            .build()
    }

    fn target(
        &self,
        attribute: &SimpleAttributeGraph2,
        character: &Character<SimpleAttributeGraph2>,
        _weapon: &Weapon<SimpleAttributeGraph2>,
        _artifacts: &[&Artifact],
        enemy: &Enemy) -> f64 {
        let context: DamageContext<'_, SimpleAttributeGraph2> = DamageContext {
            character_common_data: &character.common_data,
            attribute,
            enemy
        };

        type DamageEnum = <AratakiItto as CharacterTrait>::DamageEnumType;
        const CONFIG: CharacterSkillConfig = CharacterSkillConfig::AratakiItto { after_q: true };
        let damage_kesa = AratakiItto::damage::<SimpleDamageBuilder>(&context, DamageEnum::KesagiriCombo, &CONFIG, None);
        damage_kesa.normal.expectation
    }
}
